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Returning 35 results for 'boulders before diffusing condition recovery'.
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borders before diffusing condition recovery
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Monsters
Monster Manual
, the target takes an extra 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Avalanche Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage and has the Prone condition.
Animate
Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition. After the giant throws the boulder, roll a d6;{"diceNotation":"1d6
", "rollType":"roll", "rollAction":"Boulder"}; on a roll of 3 or lower, the giant has no more boulders to throw.Unyielding. In response to failing a saving throw to avoid being moved, having the prone
Monsters
Bigby Presents: Glory of the Giants
failed save, the target has the restrained condition until the start of the giant’s next turn, and the stones erupt in a burst of thunderous energy that deals 14 (4d6);{"diceNotation":"4d6
":"bludgeoning"} bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.
The rocks turn the ground in that area into difficult terrain until the start of
Monsters
Bigby Presents: Glory of the Giants
on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.Multiattack. The fensir makes two attacks, using Rend, Boulder, or a combination of them
must succeed on a DC 16 Strength saving throw or have the prone condition. After the fensir throws the boulder, roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Boulder"}; on a roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Galeb Duhr The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered
threats. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Galeb Duhr The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered
threats. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Galeb Duhr The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered
threats. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Bludgeoning damage and has the Prone condition.
Animate Boulders (1/Day). The galeb duhr magically animates one or
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Bludgeoning damage and has the Prone condition.
Animate Boulders (1/Day). The galeb duhr magically animates one or
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Bludgeoning damage and has the Prone condition.
Animate Boulders (1/Day). The galeb duhr magically animates one or
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
has no more boulders to throw.
Reactions
Unyielding. In response to failing a saving throw to avoid being moved, having the prone condition, or both, the giant succeeds instead.
Katerina Ladon
(3d8 + 6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition. After the giant throws the boulder, roll a d6; on a roll of 3 or lower, the giant
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
has no more boulders to throw.
Reactions
Unyielding. In response to failing a saving throw to avoid being moved, having the prone condition, or both, the giant succeeds instead.
Katerina Ladon
(3d8 + 6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition. After the giant throws the boulder, roll a d6; on a roll of 3 or lower, the giant
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
has no more boulders to throw.
Reactions
Unyielding. In response to failing a saving throw to avoid being moved, having the prone condition, or both, the giant succeeds instead.
Katerina Ladon
(3d8 + 6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition. After the giant throws the boulder, roll a d6; on a roll of 3 or lower, the giant
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have Resistance to a damage type associated
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have Resistance to a damage type associated
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
spell slots with this feature, you can’t do so again until you finish a Long Rest. Level 10: Nature’s Ward You are immune to the Poisoned condition, and you have Resistance to a damage type associated
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast
the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti’s Chilling Gaze for 1 hour
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast
the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti’s Chilling Gaze for 1 hour
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast
the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti’s Chilling Gaze for 1 hour
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
crashing down the mountainside. At the start of each competitor’s turn, the competitor must succeed on a DC 14 Dexterity saving throw or have the prone condition. The boulders settle across the lava
with intense heat. A creature that ends its turn touching the ground of the lava field takes 21 (6d6) fire damage. At the start of the contest’s second round, a volcano erupts, sending large boulders
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
crashing down the mountainside. At the start of each competitor’s turn, the competitor must succeed on a DC 14 Dexterity saving throw or have the prone condition. The boulders settle across the lava
with intense heat. A creature that ends its turn touching the ground of the lava field takes 21 (6d6) fire damage. At the start of the contest’s second round, a volcano erupts, sending large boulders
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
crashing down the mountainside. At the start of each competitor’s turn, the competitor must succeed on a DC 14 Dexterity saving throw or have the prone condition. The boulders settle across the lava
with intense heat. A creature that ends its turn touching the ground of the lava field takes 21 (6d6) fire damage. At the start of the contest’s second round, a volcano erupts, sending large boulders
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target has the restrained condition until the start of the giant’s next turn
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target has the restrained condition until the start of the giant’s next turn
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target has the restrained condition until the start of the giant’s next turn
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
12 (+1)
WIS
13 (+1)
CHA
5 (–3)
Skills Athletics +5, Perception +3
Damage Resistances cold, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
12 (+1)
WIS
13 (+1)
CHA
5 (–3)
Skills Athletics +5, Perception +3
Damage Resistances cold, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
12 (+1)
WIS
13 (+1)
CHA
5 (–3)
Skills Athletics +5, Perception +3
Damage Resistances cold, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.
Actions
Multiattack. The fensir makes two attacks, using
ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or have the prone condition. After the fensir
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.
Actions
Multiattack. The fensir makes two attacks, using
ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or have the prone condition. After the fensir
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.
Actions
Multiattack. The fensir makes two attacks, using
ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or have the prone condition. After the fensir
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
prefers to swim around them. They are Difficult Terrain for him to swim through. M33: Blocked and Submerged Tunnel This 10-foot-diameter tunnel is completely submerged and blocked by heavy boulders. As
Skalanthas comes and goes from his lair, the dragon moves the boulders aside to clear the passage for himself, then moves them back to discourage others from using the tunnel. A Small creature can squirm
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
prefers to swim around them. They are Difficult Terrain for him to swim through. M33: Blocked and Submerged Tunnel This 10-foot-diameter tunnel is completely submerged and blocked by heavy boulders. As
Skalanthas comes and goes from his lair, the dragon moves the boulders aside to clear the passage for himself, then moves them back to discourage others from using the tunnel. A Small creature can squirm
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
prefers to swim around them. They are Difficult Terrain for him to swim through. M33: Blocked and Submerged Tunnel This 10-foot-diameter tunnel is completely submerged and blocked by heavy boulders. As
Skalanthas comes and goes from his lair, the dragon moves the boulders aside to clear the passage for himself, then moves them back to discourage others from using the tunnel. A Small creature can squirm
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
famous tiefling musician (worth 750 GP if repaired with a Mending spell) N8: Southern Boulder Cave Several boulders are scattered about this cave, and the ground vibrates slightly beneath you.
This






